In the days of one man game development, Chris
Sorrel created 'James Pond : Underwater Agent'. A platform game where you don't
stand on platforms, how would this Amiga game fare on the Mega Drive ?
Developed by Vectordean
Published by Millennium interactive / EA
Released in 1990
Water and video games do not mix. This is why the manual included with every
console you've ever bought will remind you not to submerge your new machine.
But, even if you somehow resist the urge to drop your latest gaming equipment
into a bath, digital water (within the video games you play on it) can still
ruin your experience. The water temple in 'The Legend of Zelda: Ocarina of
Time' is often people's go to example when it comes to good games being ruined
by bad water. In this game, to give the illusion of being submerged, your
playable character's every action is slowed to a crawl. Navigation around the
level is hampered by ill-conceived controls and even with the N64's
controller's plethora of buttons You can't swim up or down. Instead equipping
special boots allows you to sink and trudge along the bottom of the temple and
taking them off is the only way to get back to the surface. Should you get even
one switch wrong water currents can carry you all the way back to the start,
meaning anyone attempting this temple without following a step-by-step guide
should be congratulated. It's a terrible part of an otherwise near perfect
game, but it's not the only time when a water stage has ruined a game.
As a child I hated the water maze stage of 'Teenage Mutant Hero Turtles
' on the NES. For animals that should have natural swimming abilities, Leonardo
and his brothers sure swim slowly. This isn't particularly helpful when you're
trying to diffuse submerged bombs within a tight time limit. It also seemed
strange that these reptiles are so easily damaged by the stinging algae that
line every possible route through the aquatic labyrinth.
Water also brings super fast Sonic to a screeching halt, which is rather
devastating when his entire franchise is built around speed. Someone at Sonic
Team was really having a bad day when they thought plunging the hedgehog into
dreary water filled levels devoid of any sense of acceleration would make for a
fun experience. To make matters worse, the air bubbles that Sonic must find to
avoid drowning are sparsely distributed. Often you'll die simply because you
weren't given enough time to learn a level layout.
Clearly to keep a game's standards up its best to stick to dry land, so
why did I have such a fondness for 'James Pond: Underwater Agent' as a child ?
Harking back to the days when a game could be created by one man in his
bedroom, 'James Pond' was the brain child of Chris Sorrel. “I was a computer
game obsessed Eighties kid whose passion for playing games quickly turned into
a desire to create them,” he once told Retro Gamer. “I taught myself to program
in assembly language and spent many late nights developing demos and
games." Sorrel didn't just code 'James Pond' though, despite being just 18
at the time he was confident enough to get involved in all aspect of the game's
creation. “I was proud to have brought the whole thing together, especially to
have worked on code, graphics and design" he once said. "The crazy
thing about those days was how short the development span was; in just seven
months, assisted by Steve Bak and an old school-friend, we built the entire
game.”
Programming and graphic design sound like unlikely bedfellows, but
Sorrel actually was first employed as an artist; "creating the bitmap
artwork for a game based on the TV show 'Spitting Image'". Driven by this
games success, the development team wanted to continue working together and
"Vectordean" was born. It was the perfect creative environment for
Sorrell. "As the only artist I was initially focused on creating the
artwork for our titles [but studio manger] Steve [Bak] allowed me to indulge my
primary passion, which was, of course, programming."
At the time Vectordean games were distributed by Millennium Interactive,
who was keen to publish new game ideas that (if successful) could be spun out
into franchises. Keen to please, Sorrel quickly went to work developing new IP.
“To impress Millennium I began on the concept that would soon become 'James
Pond: Underwater Agent'” he told Retro Gamer. Sorrel wanted his new title to
star an animal as “cutesy animals were so often the stars of early-Nineties
games." However, It was already a crowded market so the eager teenager was
left “wracking [his] brains trying to think of an animal that hadn’t been seen
before, and whose physical traits and natural environment might offer up
something new in the way of mechanics and visuals." In his search for
inspiration Sorrell turned his mind back to games he liked in his youth. Two
games were influential; 'Gribbly’s Day Out' on the C64 and Bullfrog’s 'Flood'.
"My goal was to try and transplant some the flying mechanics from
'Gribbly’s' into an underwater world" he admitted. "I ended up
developing some rough prototypes of a googly eyed goldfish [and] brainstormed
some underwater mechanics and level ideas".
While it may look like a platform game, 'James Pond' actually plays more
like a top down maze game, with controls akin to 'Zelda'. Our hero can freely move
in eight directions, so an up input makes James swim up the screen rather than
jumping. As a fish, he is comfortable underwater and actually rather
responsive. The on screen platforms are not ledges to stand on; they are
obstructions to navigate around. In fact the only time James behaves like the
protagonist of a typical platform game is when he is out of water. Here he must
leap between ledges, but in a true inversion of water-in-game expectations
you'll actually want to be submerged. In fact, behaving like a fish out of
water James Pond is hard to control and unpredictable on dry land.
The objective of each stage differs, although they all revolve around
finding something and making sure it gets to a different place. On one stage
you'll be tasked with taking gold bars to an awaiting ship. Another sees you
freeing caged lobsters by carrying keys to them. As you play on you'll be
collecting explosives to blow up an oil platform and even more obscure is the
stage where you must plant orchids by trees to stop logging firms. To make a
change from the fetch quests, there are escort missions. One sees you seeking
out and safely guiding friendly fish to a safe zone, another demands you
venture on to dry land and rescue seals. It's variety, but essential you'll
still be finding something in the stage and moving it to somewhere else, only
this time it'll follow you to save you having to carry it.
One stage actually challenges you to fetch a comb before escorting a mermaid to safety. It's a fusion of both the level styles that really only highlights just how similar they are. Most levels consist of several areas, linked by large holes and when looked at as a whole the environments are actually quite large. However, annoying James can only carry one item at a time, meaning that while you may see two desired items together; getting both will require two trips. Thankfully, to minimise tiresome backtracking, warps litter the levels, which can even be used even if you are carrying something.
One stage actually challenges you to fetch a comb before escorting a mermaid to safety. It's a fusion of both the level styles that really only highlights just how similar they are. Most levels consist of several areas, linked by large holes and when looked at as a whole the environments are actually quite large. However, annoying James can only carry one item at a time, meaning that while you may see two desired items together; getting both will require two trips. Thankfully, to minimise tiresome backtracking, warps litter the levels, which can even be used even if you are carrying something.
Success depends on you memorising direct routes through the stages, as
enemies will kill James if he touches them. Thankfully he can defend himself
using a method very familiar to anyone that has played 'Bubble Bobble'. When
underwater, the aquatic secret agent can blow bubbles which trap enemies.
Hitting them when in this bubble will kill them leaving a bonus pickup in its
place. Collecting these restores James' energy. The range of collectables are
as varied as they are random, from Rubics Cubes to umbrellas, apples and cream
cakes to false teeth. There was no logic to it, but that didn't matter it all
became part of the "charming British humor". "The whole thing
was fun - that was one of the great things about development back then: you had
an idea, you tried it out, you expanded it. Very few team inter-dependencies,
no studio bureaucracy, and for 'James Pond: Underwater Agent' at least, no
pressure or expectations. The game was whatever we wanted it to be"
Sorrrel remembers fondly. "I always liked the attention to detail stuff
like changing Pond's expression according to his number of lives, or letting
him pick up and wear silly items like the helmet or shades. I sure loved any
opportunity to be silly. "
However while abstract ideas are certainly amusing, the James pond
series is best known for its fish puns. The game was originally known as
'Guppy' but Millennium's managing director Michael Hayward suggested a rather
dramatic change. "he had the 'so bad it's good' idea to re-name the fishy
star of my in-progress game as 'James Pond'" Sorrel once admitted to
Eurogamer. "I wasn't sure initially but I quickly realised how much pun
potential there was beyond that simple name" he explained to Edge
magazine. "The rest as they say is fish-tory. Sorry." most levels
mimicking a James Bond titles with "License to Bubble" (after Licence
to Kill), "A View to a Spill" (A View to a Kill) and "Leak and
Let Die" (Live and Let Die). A young Sorrell didn't see the problem with
parody at the time; it was all done with humour in mind. "Obviously we
were all pretty naive about copyright issues back then, so spoofing the MGM
lion-roar intro was done without a second thought for how it might be
infringing anyone's copyright! As I understand it, a little while after the
game launched, Millennium were contacted by MGM lawyers. [...] I'm sure the
fact I directly sampled their intro can't have helped."
The game went down well on the 16-bit home computers. "From the
super-cute sprites through to the brilliant scenery everything is a graphical
feast to behold [...] a brilliant arcade adventure" noted CVG magazine
reviewing the Amiga release. Amiga Format was equally enamoured. "'James
Pond' looks good, plays well and sounds spiffing too" they wrote in
1990.
With such glowing praise 'James Pond' caught the attention of EA, who
presented Vectordean and Millennium a chance they never could have anticipated.
"EA gave us the opportunity to convert 'Underwater Agent' to the new Sega
Mega Drive console, or ‘Genesis’ as it was known in the US,” Sorrel explains.
It was a dream come true for the young developer, who was still playing games
at his parent’s house after work. In fact he had a taste for Sega machines in
particular. "Around the time I was working on the original 'James Pond' I
bought an import Mega Drive and fell in love". However Sorrel himself
wasn't able to complete the conversion to the Sega console which was instead
done by his boss, Steve Bak.
Using the Amiga version as a base Bak was under time pressure, as EA wanted the game available as close to the console's European launch as possible. "Our relationship with EA was certainly a little strange," Sorrell once said to Eurogamer. "'James Pond' was the first Mega Drive game to be developed in Europe and was produced in a crazy rush on a one-of-a-kind Mac-based dev-kit that Steve had to personally fly back with from San Francisco."
Using the Amiga version as a base Bak was under time pressure, as EA wanted the game available as close to the console's European launch as possible. "Our relationship with EA was certainly a little strange," Sorrell once said to Eurogamer. "'James Pond' was the first Mega Drive game to be developed in Europe and was produced in a crazy rush on a one-of-a-kind Mac-based dev-kit that Steve had to personally fly back with from San Francisco."
Bak's conversion is faithful to the Amiga version, reusing Sorrels art
and gameplay mechanics. Apart from some minor changes to the backgrounds the
two are indistinguishable, with levels identical and the same sprites used in
both games. The parody and British humour remains with one exception; the stage
named after 'From Russia with Love'. On the Amiga this stage is known as 'From
Sellafield with Love', but on the Mega Drive it's 'From Three Mile Island with
Love'.
Thankfully the Mega Drive can faithfully replicate the jaunty Amiga
music. Richard Joseph's melodies thoroughly suit the silliness of the game and
add greatly to the atmosphere. "Richard did an amazing job!" recalls
Sorrel. "He immediately latched onto the Bond spoof principle and
delivered an excellent pastiche of the Bond theme. For in-game he carried
across a lot of the same instrumentation adding in the kind of upbeat bounce
that perfectly complimented the game's cutesy vibe."
However, as is so often the case, this cutesy game is a lot harder than
many would think. Enemies can kill you in seconds, environments can kill you in
seconds and even being out of the water can kill you in seconds. 'James Pond'
is a game of limited lives and continues and with no way to save your game, so
conserving your health is essential. To this end its worth deciding how long
you want to spend on each mission, as you don't need to fully complete an
objective to be able to progress. However the more of a given task you do, the
more exits will be open allowing you to skip some harder levels if you desire.
However, frustratingly some exits will also send you to the level before your
current one, so progression through the game is far from linear. The World
record speed run for the game is actually only twelve minutes so the perfect
play through really isn't very long at all. Most though will never have the
intimate knowledge required for such pace. I wouldn't be surprised if the
majority of players get frustrated by being punished for a single careless
mistake. They'll never know that all the effort is only rewarded by a single
screen of text once you complete the game.
'James pond underwater agent' is best enjoyed nostalgically. It's a
snapshot of a time when an 18 year old could make a game worthy of release on a
major games console. It's flawed, it's frustrating, it's fishy but it's also
fun. It shows how far creativity can take a developer if they're not hampered
by a publisher or the weight of expectations. 'James Pond' returned in the far
superior 'RoboCod' sequel; a game featuring a fish that's largely devoid of
water. Ultimately this means if you're looking for a game that shows that water
can greatly improve a game you should forgo 'James Pond' and play 'Bio Shock'
instead. You probably won't miss the fish puns.
I used to play many an Amiga game when I was younger, so 'James
Pond' is a character I know well. In fact I liked him so much that I vaguely
remember asking my Dad to carve a wooden statue of the "Underwater Agent"
for some reason. I was very pleased when my brother got the Mega Drive version
for my birthday. I wager I enjoy it more because the music alone brings back so
many happy memories.
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